using UnityEngine;
using System.Collections;

public class Character : FantasticGameObject 
{
    public enum E_CHARACTER_STATES
    {
        Character_State_Idle,
        Character_State_Walk,
        Character_State_Run,
        Character_State_WalkBackward,
        Character_State_Jump,

        Character_State_Max
    };

    public enum E_JUMP_STATES
    {
        Jump_Start,
        Jump_Loop,
        Jump_Land,
        Jump_Done
    };

    protected E_CHARACTER_STATES mCurrentState;
    protected E_CHARACTER_STATES mNextState;

    protected override void Start()
    {
        base.Start();
        mCurrentState = E_CHARACTER_STATES.Character_State_Idle;
        mAnimation = gameObject.GetComponentInChildren<Animation>();
    }

    protected override void FixedUpdate()
    {
        base.FixedUpdate();
    }

    protected override void Update()
    {
        base.Update();
    }
}
